Development discussion. Logged to https://ddnet.tw/irclogs/ Connected with DDNet's IRC channel, Matrix room and GitHub repositories — IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2022-09-12 00:00:00Z and 2022-09-13 00:00:00Z
I can't seem to settle on how to make the new global bans thing. I want to make something generic enough that we stop having to bolt on different ways of interacting with the outside from the gameserver
I'm currently considering HTTP + SSE. With HTTP/2 persistent connections it wouldn't be too bad when I eventually want to hook the other direction up allowing servers to communicate with the hub
Ryozuki
Imagine a server sharing the entire team state to another
Should I bother with devising a proper protocol or is http good enough with the relatively small amount of traffic?
09:20
If it wasn't for http/2 persistent connections I think it'd be very wasteful given the server will want to communicate backwards too, but with persistent connections I think it's feasible enough
A native gRPC client & server implementation with async/await support. - GitHub - hyperium/tonic: A native gRPC client & server implementation with async/await support.
Idk, sometimes you just know better than the runtime. The runtime can only know what is happening right now, you can also make predictions about the whole running duration of the program. Say you do a calculation that'll be necessary in a couple ms. If the result of that calculation and the task it's necessary for happens on different cores now you've lost locality which'll be slower
Idk, sometimes you just know better than the runtime. The runtime can only know what is happening right now, you can also make predictions about the whole running duration of the program. Say you do a calculation that'll be necessary in a couple ms. If the result of that calculation and the task it's necessary for happens on different cores now you've lost locality which'll be slower
I guess the idea with runtimes is that you usually don't care for that much optimization
11:13
Which is true, unless you are doing some highly computational stuff you'll be bound by other things before you are bound by how efficiently you are using your cpu
Especially when it can be insanely architecture dependent. Like the fact that on some architectures some cores have more FPUs and some cores share some amount of cache
TeeClones is inspired by Teeworlds fng/ctf/ddrace and CloneArmies - GitHub - osnesone/TeeClones: TeeClones is inspired by Teeworlds fng/ctf/ddrace and CloneArmies
I tried to do something similar, but it turned out that the control of the camera in 3d is too complicated to do basic movements like hammer hit or drag